chore:新增并完善 Godot CLI 测试技能
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# Godot CLI Commands Summary
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This reference summarizes the provided `godot --help` output for fast command selection.
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## 1. Core inspection
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- Help: `godot --help`
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- Version: `godot --version`
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- Verbose logs: `godot --verbose`
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- Quiet mode: `godot --quiet`
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## 2. Project targeting and run mode
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- Point to project directory: `godot --path .`
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- Run specific scene: `godot --path . --scene res://scenes/MainScene.tscn`
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- Headless mode: `godot --headless --path . ...`
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- Quit quickly: `godot --path . --quit`
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- Quit after N frames: `godot --path . --quit-after 120`
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## 3. Script execution and tests
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- Run script: `godot --headless --path . --script tests/unit/test_xxx.gd`
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- Parse-only script check: `godot --headless --path . --script tests/unit/test_xxx.gd --check-only`
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- Pass custom user args to script:
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`godot --headless --path . --script tests/unit/test_runner.gd -- --case websocket`
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- Autoload-safe smoke test (preferred when test uses singleton globals):
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`godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log`
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## 4. Debug and diagnostics
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- Local debugger: `godot --debug --path .`
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- Remote debug: `godot --remote-debug tcp://127.0.0.1:6007 --path .`
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- Print FPS: `godot --path . --print-fps`
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- Log to file: `godot --path . --log-file logs/godot.log`
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- Disable VSync for profiling: `godot --path . --disable-vsync`
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## 5. Display and runtime controls
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- Fullscreen: `godot --path . --fullscreen`
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- Windowed: `godot --path . --windowed`
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- Resolution: `godot --path . --resolution 1920x1080`
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- Max FPS: `godot --path . --max-fps 60`
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- Fixed FPS: `godot --path . --fixed-fps 60`
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- Time scale: `godot --path . --time-scale 0.5`
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## 6. Export operations (editor build only)
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- Release export:
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`godot --path . --export-release "Web" build/web/index.html`
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- Debug export:
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`godot --path . --export-debug "Web" build/web/index.html`
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- Pack export:
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`godot --path . --export-pack "Web" build/web/game.pck`
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- Check preset syntax only:
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`godot --path . --export-debug "Web" --check-only`
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## 7. Common quick recipes
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- Run a unit test script (isolated logic):
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`godot --headless --path . --script tests/unit/test_websocket_close_code.gd --log-file .godot/test_websocket_close_code.log`
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- Validate script syntax without running:
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`godot --headless --path . --script tests/unit/test_websocket_close_code.gd --check-only --log-file .godot/check_websocket.log`
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- Run game with verbose logs:
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`godot --verbose --path . --log-file .godot/main_verbose.log`
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- Run scene and auto-exit after startup checks:
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`godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log`
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## 8. Windows explicit executable pattern
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When `godot` is not in PATH, call the executable directly:
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```powershell
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& "D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64.exe" --headless --path . --script tests/unit/test_websocket_close_code.gd
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```
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## 9. Notes for AI execution
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- Prefer `--headless` for tests and scripts in terminal/CI.
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- Always include `--path .` for reproducibility.
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- Use `--check-only` for parse checks when execution is not needed.
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- If a script depends on autoload singleton names from `project.godot` (`SceneManager`, `LocationManager`, `EventSystem`, etc.), validate in scene/project context before concluding regression.
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- Prefer `--log-file` for reliable diagnostics and environment-specific logging issues.
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- Add `--verbose` when failure context is insufficient.
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